Cleric

Clerics in the Mirrorworld campaign deviate greatly from other D&D settings, not in power or function, but in ideology. Clerics are not representatives of the gods or any other divine or supernatural being. They do not serve a church or seek to spread religion or any other belief structure. Clerics do not gain their power from any exterior source. They are born with it and how they choose to use it, and if they choose to use it, is completely up to them.

At some point in the cleric’s childhood, between birth and the onset of puberty, they developed what is called The Sight. The cleric’s senses extend into what is commonly known as the spirit realm, or academically as the border ethereal, a place between reality and where dreams are made real. To the cleric it appears as if reality and the spirit realm occupies the same space, overlapping each other, yet mostly unaware of the other’s existence.

The spirit realm is filled with strange wisps of sentient light aptly named spirits. Spirits are largely unaware of the real world, but are able to perceive those with the Sight. As a child, this is a frightening experience, but with proper training and guidance, the cleric can learn to communicate with the spirits and then direct them to perform the miracles clerics are known for.

To what ends the cleric directs spirits is up them. These ephemeral creates have as much moral direction as they have substance and completely unaware of the ramifications of their actions.

Spirit Domain

There are many types of spirits and as a cleric masters their power he or she will gain an affinity toward a particular type of one. Spirits will tend to congregate around the cleric, like moths to a flame. The more powerful the cleric the more numerous the congregation of spirits by their side.

The spirits of each domain are different in appearance and color.

  • Knowledge: pearls of scintillating light surrounded by effervescent bubbles. Colors range from purple, magenta, amber, and salmon.
  • Life: oscillating geometric structures. Colors are white and yellow
  • Light: dancing flames. Colors are white, yellow, orange, and red.
  • Nature: ephemeral and shifting shapes of various animal life. Colors range from olive, dark green, umber, and brown.
  • Tempest: strobing balls of energy, arcs of electricity playing over nearby surfaces. Colors are cyan, blue, and yellow.
  • Trickery: elongated worm-like shapes. Colors are lime-green or mustard.
  • Death: black spheres with brown, grey, red, or purple auras.

While not actively engaging in in spell casting or using domain powers, a cleric can shoo away his or her spirits so as to not draw attention to themselves from others possessing the Sight. However, the moment they do use any of their powers the deception ends.

The Sight

But there are certain things in the real world that have a strong  presence in the spirit realm as well.

  • Clerics or paladins not actively masking their status
  • The umbilical cord that connects gods to their prophets.
  • Divine emissaries
  • Certain kinds of undead and profane locations repel spirits.
  • There is a vortex disturbance in the spirit realm where an unreal is forming. This only last until the unreal creature takes physical manifestation.
  • The gods above are visible to those with the sight. They are no less mysterious and foreboding.

Multi-class Clerics

Characters that take the cleric class later in their career are assumed to have always possessed the sight, but due lack of training or trauma, have ignored it.

Altered Class Feature

Hit Points at Higher Levels: 1d6+2 (or 5) + your Constitution modifier per cleric level after 1st.

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